Ron Zach and I met for several hours yesterday to discuss the fate of Time Takes its Toll. We started out the meeting talking about what we still had to do for Tuesday and then plotted out the next 4 weeks of development on the project. After sketching out what we had to do to finish the game in its current incarnation, we managed to shave it down to a manageable, yet still incredibly large, level.

This felt good. It would be a lot of work but we would finish what we wanted to do initially after making some sacrifices. Ron then reminded us all that we have other classes and senior projects to do and that realistically, we would not stick to this ridiculously packed schedule that we had set for ourselves. Unfortunately he was probably right.

So instead of making more sacrifices on the game, we thought it would be more productive to brainstorm some backup ideas and see if we still had the interest level we initially did on TTiT. We came up with a resource management exploration game, similar to Star Craft, but without a focus on combat. We all loved the idea and could see a viable end to this project.

We did not choose this project SOLELY because it was less work, but as Ron and Zach have expressed they want to have a portfolio piece they can present in the next month and time was a relatively large factor in the process. We plan on using basic shapes, so no need for assets, but with the added benefits of it being pretty yet still minimalist.

Overall I think that this new project is a good direction to head and I have made a graph indicating my interest level on continuing TTiT.